Orochi Iori has a raw, animal-like mentality, only able to speak a few words. He has a single-minded obsession with killing Kyo while in this state, to the point that he keeps screaming his name when he is not even present, but nonetheless he will attack anyone in his path. Due to his Yagami heritage, Iori can control fire. He can create purple fire from thin air, create fire balls, deliver punches of fire, create pillars of fire and put his own body on fire. His purple fire also has the sacred ability to put enemies in a stasis-like state. However, as a rule with all fire-based characters, Iori cannot control other fires that he didn't create, and is not immune to other types of fire. Orochi Iori's style is exactly the same as normal Iori's, but his strength and agility have been remarkably enhanced due to the Orochi power within him reaching peak levels. He is now twice as fast and twice as strong as he was before, but to offset this he takes twice as much damage as well when playable (this drawback does not exist when he is fought as a CPU-controlled character) as a more traditional glass-cannon-type of fighting game character.
In some games, Iori in this state might have moves only exclusive to him, such as the Ura 108 Shiki: Ya Sakazuki (Reverse Method 108: Eight Wine Cups), a move available at times to normal Iori or the more unique Ura 100 Shiki: Oni Honoo (Reverse Method 100: Ogre Blaze) in Capcom vs. SNK and Capcom vs. SNK 2; even in some cases, he might also have the San Shingi no Ni (Three Divine Arts No. Two), only named as "????", which is a nod to him in his berserk form holding Orochi himself by the neck at the end of KOF '97, as well as the fact that the action was surprising at the time.
Specific to CvS2, O.Iori has an incredibly fast jump and walk speed, making even Nakoruru and Vega seem slow. His damage is enhanced by new combo routes from Rekka, which allows put enemies into a free juggle state on the second hit, bringing bigger damage in certain situations. His jump let him punish fireballs more consistently, while his walk speed lets him quickly move in and out of opponent attack range. He loses the command grab, but gains a new super that has great stun potential in C-groove.
O.Iori is banned in competitive play, due to being a console only character. He will be allowed in ranked play on the new Capcom Fighting Collection 2, as that version will be Capcom Vs SNK 2: EO for ranked mode. All boss characters will be allowed, but RC is removed. This means that while O.Iori is strong, he loses his best poke in RC Rekka.
Normal Moves
Far Normals
5LP
Far Jab Far Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
5MP
Far Strong Far Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
5HP
Far Fierce Far Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
5LK
Far Short Far Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
5MK
Far Forward Far Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
5HK
Far Roundhouse Far Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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Placeholder
Close Standing Normals
clLP
Close Jab Close Light Punch cl.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
clMP
Close Strong cl.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
clHP
Close Fierce Close Heavy Punch cl.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
clLK
Close Short Close Light Kick cl.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
clMK
Close Forward Close Medium Kick cl.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
clHK
Close Roundhouse Close Heavy Kick cl.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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Placeholder
Crouching Normals
2LP
Crouch Jab Crouching Light Punch 2LP / cr.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
2MP
Crouch Strong Crouching Medium Punch 2MP / cr.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
2HP
Crouch Fierce Crouching Heavy Punch 2HP / cr.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
2LK
Crouch Short Crouching Light Kick 2LK / cr.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
2MK
Crouch Forward Crouching Medium Kick 2MK / cr.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
2HK
Crouch Roundhouse Crouching Heavy Kick 2HK / cr.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Jumping Normals
j.LP
Jump Jab Jumping Light Punch j.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
j.MP
Jump Strong Jumping Medium Punch j.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
j.HP
Jump Fierce Jumping Heavy Punch j.HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
j.LK
Jump Short Jumping Light Kick j.LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
j.MK
Jump Forward Jumping Medium Kick j.MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
j.HK
Jump Roundhouse Jumping Heavy Kick j.HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
//+
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Placeholder
Command Normals
Ge Shiki: Yumebiki
Ge Shiki: Yumebiki 6MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
Ge Shiki: Gofu-in 'Shinigami'
Ge Shiki: Gofu-in 'Shinigami' 6MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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Placeholder
Ge Shiki: Yuriori
Ge Shiki: Yuriori j.4LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air, +
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Placeholder
Target Combo
Target Combo cMP 6MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close , +
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Placeholder
Throws
Punch Throw
Sakahagi Punch Throw Near Opponent, 4/6HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+
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Placeholder
Kick Throw
Sakahagi Kick Throw Near Opponent, 4/6HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close /+
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Placeholder
Special Moves
108 Shiki: Yamibarai
108 Shiki: Yamibarai 236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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+
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Placeholder
100 Shiki: Oniyaki
100 Shiki: Oniyaki 623P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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+
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Placeholder
127 Shiki: Aoibana
127 Shiki: Aoibana 214P
First
Second
Third
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+ 1st
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+ 2nd
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+ 3rd
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His main combo tool, allows for huge damage in the corner. The second hit allows for juggles midscreen to lvl 2 Maiden Masher or in the corner it allows for anything, since second rekka put opponent into a free juggle state. This is key to huge stun damage and stun combos on 60 stun characters if you land a jump in.
212 Shiki: Kototsuki In
212 Shiki: Kototsuki In 63214K
Startup
Hit
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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+
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+
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Placeholder
Super Moves
Ura 100 Shiki: Onihomura
Ura 100 Shiki: Onihomura 23623P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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+
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+
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Your typical upper cut super with similar uses as Ken, Akuma, Yurim etc. The difference is this super is key to huge stun in the corner for C-groove during free juggle states to combo into rekka, into more juggles. This will cause huge stun or cause the character to be stunned if hit prior to his level 2 combos. In other grooves, the level 1 is useful after 2nd rekka for damage and hard knockdown. Maiden Masher is better for level 3 usage.
Kin 1211 Shiki: Yaotome
Kun 1211 Shiki: Yaotome 2363214P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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+
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Placeholder
Combos
Corner
- j.hk, s.fp xx hp rekka, hp rekka 2nd hit, c.fp (juggle) xx Lvl 2 uppercut super, HP rekka (whiff), hp rekka follow up (hits), HP DP (stuns 60 stun characters)
- S.fp xx hp rekka, rekka, 2nd hit, hp dp
Midscreen
S.fp xx hp rekka, hp rekka 2nd hit, Lvl 3 Maiden Masher (juggle)